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Posted

From the VAMOS 12/4 finals vid: *214D-> B, 623D, dashing 3C xx 236236B, *214D-> C, 5C 2C 4D->D, j.C (5) jc j.C (2)... He missed the ender, but without it the combo did ~5000 damage. Flash kick and kick super are crazy good. Also, something I realized while typing that out: we should probably assign some sort of notation to denote the delayed version of his specials, as I would imagine some combos will be able to incorporate them and some won't. Hence why I threw in an asterisk at the beginning.

Posted

DP looks pretty safe, so I should hope he gets nothing for it without RCing.

lol, whelp

Posted

Question to anyone that knows: what can 6B and 6C gatling from? And apparently 236C gives you enough stagger time to link a 5C instead of a 5B. I wonder if the extra damage (presumably) is worth the difficulty (also presumably).

Posted

I'm pretty sure you can do 623D after a regular counter 214DB... I feel like I've done the non-charged verson (therefore non fatal counter) and still followed up with the DP chain. And no, DP chain doesn't eat a snake meter. I also feel like a few times he didn't follow up with the knockdown after the snake hit but I can't be 100% I thought I heard somewhere that he doesn't do the follow-up if you have no snake meter... which would account for him not following up the few times I tried it, but I'm never the best person to go to for observations like this :psyduck: And BTW, has anyone been able to test 236D (CH) 632146C?

Posted

@ghaleon - no it doesn't work.236D is just used for mid-ranged pressure/get people out of hazama's face so he can apply pressure @NeonCrusader - no 214D~B doesn't have to be fatal counter for you to be able to combo after it any counter hit will do. Charged 214D~B just has untechable time until they hit the ground if fatal counter. @WUT - ffffuuuu i gotta try that combo later x_x

Posted

that's why you use it midscreen for mid-range. there's no other use for it but for mid range pressure. by that i mean since they're blocking at least force them to block when you're out of range to hit normals and puts him in a range that he can take advantage of while most other characters can't. it also keeps your game unpredictable so they have to respect hazama's mixups

Posted

So uh.

I read up on these BnBs and watched some vids.

This character has convinced me to take BB seriously, possibly even buy the game.

+1.

Posted

combos into 632146C gives Hazama some great damage off of Fatal 214DB and 236236B. I don't think I've ever seen a Hazama rapid though. (But really though, does he ever need to off of anything? :psyduck:)

Posted

combos into 632146C gives Hazama some great damage off of Fatal 214DB and 236236B. I don't think I've ever seen a Hazama rapid though. (But really though, does he ever need to off of anything? :psyduck:)

Sorry, but what is Fatal?
Posted

Sorry, but what is Fatal?

Fatal Counter

Some moves in CS are classified as Fatal Counter(FC) moves which will trigger FC on counter.

Many FC moves are also Guard break moves, but not all guard break moves are FC moves.

After FC, it will add 2F to untechable frames of all moves during the follow up combo.

e.g. Jin 2C(FC)>2D>5C>6C>~~ 2C(FC)>5C>6C>~ works on standing motion

Some moves such as Rachel's Lv.3 J2C can even cause FC during the combo.

There is no damage buff after FC.

http://www.dustloop.com/forums/showpost.php?p=510121&postcount=5

Posted

Hows the hitbox on his flash kick? Sometimes I see some players getting hit by it even when theyre almost at Hazama's back. Also does it seem easy for Flash kick and Jayoku to get a FC?

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